Commit Graph

23991 Commits

Author SHA1 Message Date
Hans Goudey
9292e094e7 Mesh: Reduce memory usage calculating custom normals
Reduces the size of the struct storing normal space from 72 to 64.
2023-04-27 10:31:34 -04:00
Jacques Lucke
18f4fd6b85 Attributes: Add function to rename attribute
This is implemented by removing the attribute and adding it again with
a different name. In the expected case though, implicit sharing is used
to avoid copying the array.

For now this doesn't rename UV sublayers or replace active/default color
attribute names. It's not clear where that should happen, but for now
things are clearer if those stay at a higher level.
2023-04-27 10:31:34 -04:00
Hans Goudey
3c43632651 Mesh: Allocate custom normal spaces in array
Avoid many small allocations and just allocate all the structs in one
array, which is 4 times faster. In a test with an armature modifier and
custom normals, corner normal calculation went from 2.7 to 2.3 ms.
2023-04-27 08:50:41 -04:00
Hans Goudey
f8eebd3b25 Cleanup: Use simpler C++ types in mesh corner normals code
The various stacks are just filled and then emptied. We also expect
them to be fairly small. A vector can handle these cases fairly well.
Also store indices rather than pointers. I didn't notice any performance
changes from these changes.
2023-04-27 08:50:41 -04:00
Hans Goudey
a6baf7beae BLI: Allow different integer types when filling span indices 2023-04-27 08:50:41 -04:00
Hans Goudey
9fcfba4aae Mesh: Reduce memory corner normals memory usage and simplify threading
Instead of storing a 24 byte struct for every face corner we must do
calculations for, just gather the face corner index in the first single
threaded loop. And don't fill them in chunks and use the task pool API.
Instead just fill vectors and use standard "parallel_for" threading.
The check that avoided threading for tiny meshes becomes redundant this
way too, which simplifies the code more. Overall this removes over
100 lines of code.

On a Ryzen 7950x, face corner ("split"/"loop") normal calculation in a
small armature modifier setup with custom normals went from 4.1 ms to
2.8 ms. Calculation for a 12 million face mesh generated with curve to
mesh with end caps went from 776 ms to 568 ms.

Similar commits:
- 9e9ebcdd72
- 9338ab1d62
2023-04-27 08:50:41 -04:00
Hans Goudey
032e69527d Cleanup: Fix spelling in subdiv function name 2023-04-26 12:42:48 -04:00
Hans Goudey
bdaf8e3715 Cleanup: Avoid storing redundant information in corner normals task data
Though alignment means the size of the struct doesn't change
if the data is split up a bit more it could give further improvement.
2023-04-26 08:50:31 -04:00
Hans Goudey
803f03ae32 Cleanup: Remove redundant namespaces in mesh normals code
Also use int instead of uint.
2023-04-26 08:46:11 -04:00
Hans Goudey
93f99859bc Cleanup: Standardize mesh corner normals code
Use consistent variable names: for example "vert" instead of "mv" and
"edge" instead of "me", etc. Also use helper functions like "edge other
vert" to make the code easier to read.
2023-04-26 08:46:11 -04:00
Hans Goudey
b54398c16c Geometry Nodes: Use implicit sharing in store/capture attribute nodes
Some fields reference attributes directly. When the referenced attribute
has the requested type and domain, the captured/stored attribute can
share its array, avoiding the cost of duplication and reducing memory
usage, at least temporarily until either attribute is modified.

This only works when the attribute doesn't need validation and when
the selection input isn't used, since those potentially need to change
values in the arrays.

I saw this save 200MB and 11 ms of copying for a simple grid with
16 million points (creating the grid takes about 60ms).

Pull Request: https://projects.blender.org/blender/blender/pulls/107357
2023-04-26 14:38:56 +02:00
Campbell Barton
db1af0e325 Cleanup: spelling in comments 2023-04-26 16:14:07 +10:00
Hans Goudey
5727851d65 Cleanup: Declare field context variables const 2023-04-25 22:23:38 -04:00
Hans Goudey
ae57d86d42 Fix #107095: Spikes during multires reshape propagation
Linear subdivision or interpolating from a lower multires level gave
spikes at some vertices. Caused by incorrect corner edge indexing.
This was simple to solve by building the old MLoop array on demand
and reverting parts of 16fbadde36.
2023-04-25 15:59:05 -04:00
Dalai Felinto
5d0595fded Suport relative path option per-asset library
This option is true by default, but it can be changed for
any asset library (that may be using Link as import method).

This also fix "Reset to Default Value" for the Import Method
since this was originally not using the defaults.

Pull Request: https://projects.blender.org/blender/blender/pulls/107345
2023-04-25 20:56:57 +02:00
Brecht Van Lommel
ca52f0fae3 Cleanup: make format 2023-04-25 20:19:43 +02:00
Bastien Montagne
cbcf9058cd Fix (unreported) potential missing deletion of some linked liboverrides during resync.
The code checking whether old liboverrides which have been resynced into
new ones should be deleted was still assuming it was only working on
local liboverrides.

However, since recursive resync was implemented, this is not true
anymore, it can also handle resynced linked liboverrides.

This could have lead to missing deletion of some old linked liboverrides
after resyncing them.
2023-04-25 15:51:03 +02:00
Bastien Montagne
5f67b25c28 LibOverride: Do not attempt to resync a hierarchy when the root goes missing.
This addresses an issue here at the Blender studio, where a root
collection of a set was removed by mistake from the set library .blend file.

Since all the other linked data (sub collections, actual objects etc.)
of the set were still available, the liboverride resync code went crazy
trying to resync all these scattered pieces of a set, finding new valid
root IDs for the hierarchies, and so on.

So from now on, do not attempt to resync anything that is part of a
liboverride hierarchy which root ID linked reference has gone missing.
2023-04-25 15:51:03 +02:00
Bastien Montagne
b666d2d1bd Fix further (unreported) issues in object collection cache cleanup code.
`BKE_collection_object_cache_free` can be called from some points in
code (e.g. during ID remapping) where proper parenting relationships
between collections cannot be ensured.

Would be good to check if recursive cache cleanup is actually needed
from these points, it would almost certainly be better and safer to
instead tag parent collections as dirty too, but this will be for
another time.

For now, just add a NULL-check on the parent collection pointer.
2023-04-25 15:51:03 +02:00
Bastien Montagne
250d35928e Fix (unreported) broken code in BKE_collection_object_cache_free.
This call should be recursive, only freeing cache of immediate parents
of the collection is not enough, the whole parenting chain needs to be
processed.
2023-04-25 15:51:03 +02:00
illua1
70504a35dd Cleanup: Type conversions in node.cc
Make sure that function style, reinterpret_cast, and static_cast are
used for all type conversions, without of casting to void *. Some other
related minor changes: add temporal variables, lost space, asserts for
case to avoid type conversions by using `->id` way.

Pull Request: https://projects.blender.org/blender/blender/pulls/107097
2023-04-25 14:38:24 +02:00
Jacques Lucke
a57584e40d BLI: extract MapItem type to simplify iterating over map items 2023-04-25 12:15:02 +02:00
Omar Emara
151a53110c Realtime Compositor: Implement Texture node
This patch implements the Texture node for the realtime compositor. The
evaluation of the texture is not GPU accelerated, but is cached as a
form of temporary implementation since the Texture node is deprecated
and will be removed in the future. Furthermore, texture node evaluation
is not supported for now.

This patch also introduces the concept of an ID static cache, which
uses the DrawDataList mechanism to invalidate the cache as needed,
consequently, a DrawDataList was added to the Tex ID structure.

An improvement that should be implemented outside of this patch is to
implement support for proxy textures in results to avoid redundant
copies in the execute method of the texture node. This should be
straightforward bit will be implemented in a separate patch.

Pull Request: https://projects.blender.org/blender/blender/pulls/107291
2023-04-25 09:04:35 +02:00
Hans Goudey
2cbf536605 Cleanup: Use consistent enum type in header
Fixes a warning on GCC 13 about `uint` being used in the declaration and
the proper enum type `eDupli_ID_Flags` being used in the definition for
`BKE_id_copy_for_duplicate`.
2023-04-24 21:45:12 -04:00
Hans Goudey
30f8e688c3 Fix: Wrong crease accessed for multires reshape
Also fix one more case of incorrect conversions from char to float.
2023-04-24 21:42:12 -04:00
Hans Goudey
9f78530d80 Multires: Use cached loose edge information
Avoids iterating over poly and corner edge index arrays.
2023-04-24 21:39:50 -04:00
Hans Goudey
3507431c30 Subdiv: Optimize coarse position extraction with cache
The coarse positions given to the evaluator are skipped if there are
vertices not attached to faces. Use the cache from 8e967cfeaf
to skip that topology query, or even to tell if there are no such vertices,
so we can skip a copy completely. I observed a 12x improvement for this
step, from 7.5 ms to 0.6 ms on a 1 million vertex grid.
2023-04-24 17:01:12 -04:00
Bastien Montagne
a649ff7b98 Fix broken 'replace object in collection' code.
Code was not handling properly the case where the new object that should
replace the old one in given collection is already in the collection. In
such case, remove the old object from the collection, but do not attempt
to add the new one again.
2023-04-24 19:35:11 +02:00
Bastien Montagne
9a671c401d Fix several issues in recent changes to ID swap and lib_query.
Fix #107297: Crash on undoing "Use Nodes" step.
Fix (unreported) crash on undoing certain type of data deletion (like
collections) in some specific cases.

Main serious issues were in new handling of embedded IDs in ID swap code
(#107297), and in general in lib_query remapping code from
`BKE_lib_id_swap_full` in readfile code in undo case which could access
other IDs data, when it is not guaranteed to be valid at this point in
code.

Added an option flag to lib_query code to forbid access to the original
ID pointers in such cases.
2023-04-24 15:49:59 +02:00
Sybren A. Stüvel
85ed2e8c36 Animation: add function for deduplicating FCurve keys
Introduce `BKE_fcurve_deduplicate_keys()` to merge keys that are on the
same time, or within the time comparison threshold (1/100th of a frame).

When merging two consecutive keys, the last one 'wins' and determines
the final key *value*. The first key's *time* is retained, to ensure the
reference point for the next comparisons is stable. The only exception
here is when there is a key exactly on an integer frame number, in which
case that one is preferred.

The function is exposed in RNA as `fcurve.keyframe_points.deduplicate()`

This commit also introduces a new function `BKE_fcurve_bezt_shrink(fcu,
new_totvert);` that can reallocate the `bezt` array to ensure removed
keys no longer take up memory.

The RNA function `fcurve.update()` currently performs two steps, which
are now exposed to RNA as well, as `keyframe_points.sort()` and
`keyframe_points.handles_recalc()`. This is so that Python code can
sort, deduplicate, and then recalculate the handles only once (calling
`update` + `deduplicate` would do the latter twice).

In Blender 4.0 the deduplication will also be part of `fcurve.update()`,
see #107126.

Reviewed on https://projects.blender.org/blender/blender/pulls/107089
2023-04-24 12:07:28 +02:00
Sybren A. Stüvel
92ab89c6d9 Anim: add simple unit test for stability of sort_time_fcurve()
The `sort_time_fcurve()` function should be stable, i.e. not change the
relative order of keys that have the same X-coordinate. This is now
enforced by a unit test.

I want to build a new function that can deduplicate the keyframes after
sorting, for which it's important that the 'last key wins' to get reliable
results.
2023-04-24 12:07:28 +02:00
Campbell Barton
10fc2d6d96 Cleanup: remove basepath argument from BLI_path_normalize{_dir}
Keep these operations separate to simplify path handling logic & docs.
Many callers passed NULL and there were times paths were passed in which
didn't make any sense (where the paths had already been made absolute).
2023-04-24 12:23:04 +10:00
illua1
2166fd2685 Geometry Nodes: Delete value moving for drag and drop group inputs
Initially, this function was for node data. At Simon's suggestion, it
was extended to a node group inputs as well. However, this overlaps with
another function. It has been missing for a while, but has recently been
fixed by https://projects.blender.org/blender/blender/pulls/107179. Now this functionality is redundant.

Pull Request: https://projects.blender.org/blender/blender/pulls/107255
2023-04-24 03:54:59 +02:00
Campbell Barton
8b1c54cd50 Cleanup: remove redundant path functions
- BLI_path_normalize ran BLI_path_abs on a path that had already
  been made absolute.
- BLI_path_slash_ensure was called after BLI_path_normalize_dir
  which already ensures a slash.
2023-04-24 11:25:56 +10:00
Hans Goudey
e7eb8fd908 Cleanup: Remove unused includes, correct comments 2023-04-23 15:27:20 -04:00
Hans Goudey
54072154c5 Subdiv: Tag result mesh with no loose edges/verts
Avoid possible calculations of loose edges later on if the coarse mesh
doesn't have loose edges or vertices. We expect these counts to be
cached already since `BKE_subdiv_converter_init_for_mesh` calls
`verts_no_face()` and `loose_edges()` already.

Related commits:
- 63689e4756
- 8e967cfeaf
2023-04-23 15:27:20 -04:00
Hans Goudey
473bb8a8b0 Cleanup: Remove else after return in subdiv modifier code 2023-04-23 15:27:20 -04:00
Hans Goudey
5bed959e81 Cleanup: Avoid magic number for bits per integer 2023-04-23 15:27:20 -04:00
Hans Goudey
aa327e4ea5 Cleanup: Simplify subdiv check for crease usage
Now that crease arrays are separate arrays, we can just
not set the array pointers when crease usage is turned off.
2023-04-23 15:27:20 -04:00
Hans Goudey
2f581a779c Cleanup: Use utility constructor to create field operations 2023-04-23 15:27:20 -04:00
Hans Goudey
18291930ce Cleanup: Avoid redundant custom data lookups
We pass false for the "selected" argument, so the boolean layer values
aren't used anyway.
2023-04-23 15:27:20 -04:00
Hans Goudey
c5702ee87d Fix: Wrong conversion for crease type in multires reshape
a8a454287a missed a few places when
moving edge creases out of the MEdge struct.
2023-04-23 15:27:20 -04:00
Hans Goudey
3389cc8083 Fix: Incorrect mesh cache tagging causing excess calculation
8e967cfeaf only meant to tag the "verts no face" cache
calculated eagerly if both loose edges and loose verts were already
calculated. Instead it caused the calculation of one of the caches.
2023-04-23 15:27:20 -04:00
Hans Goudey
8e967cfeaf Mesh: Cache loose vertices
Similar to the cache of loose edges added in 1ea169d90e,
cache the number of loose vertices and which are loose in a bit map.
This can save significant time when drawing large meshes in the
viewport, because recalculations can be avoided when the data doesn't
change, and because many geometry nodes set the loose geometry
caches eagerly when the meshes contain no loose elements.

There are two types of loose vertices:
1. Vertices not used by any edges or faces
   `Mesh.loose_verts()`
2. Vertices not used by any faces (may be used by loose edges)
   `Mesh.verts_no_face()`

Because both are used by Blender in various places, because the cost
is only a bit per vertex (or constant at best) and for design consistency,
we cache both types of loose elements. The bit maps will only be
allocated when they're actually used, but they are already accessed
in a few important places:
- Attribute domain interpolation
- Subdivision surface modifier
- Viewport drawing

Just skipping viewport drawing calculation after certain geometry
nodes setups can have a large impact. Here is the time taken by
viewport loose geometry extraction before and after the change:
- 4 million vertex grid node: 28 ms to 0 ms
- Large molecular nodes setup (curve to mesh node): 104 ms to 0 ms
- Realize instances with 1 million cubes: 131 ms to 0 ms

Pull Request: https://projects.blender.org/blender/blender/pulls/105567
2023-04-22 13:46:11 +02:00
illua1
15f9e42c4f Geometry Nodes: new Index of Nearest node
The node outputs the index of the closest element to itself. See #102387
for the original design.

This is different from the Sample Nearest node in two important ways:
* It does not have a geometry input, instead the geometry is taken from the
  field evaluation context.
* The node can exclude the "current" element from the search.
* The group id input can be used to build subsets of elements that only
  consider each other as neighbors and ignore elements with other ids.

Pull Request: https://projects.blender.org/blender/blender/pulls/104619
2023-04-22 13:11:51 +02:00
Joseph Eagar
0e82510ea2 Sculpt: Fix #107068: Crash in multires unsubdivide
A BMesh customdata offset was being pulled from
the base mesh's customdata.
2023-04-21 18:08:42 -07:00
Richard Antalik
7bf56e5c75 Fix failing lite build
Caused by b21695a507.
2023-04-21 19:29:16 +02:00
Harley Acheson
68f8253c71 VFONT: Text Selection Operator
An operator to allow interactive text selection for 3D Text Objects.
This is from the code of Yash Dabhade (yashdabhade) for GSoC 2022
with corrections and simplifications. Also includes double-click for
word selection.

Pull Request: https://projects.blender.org/blender/blender/pulls/106915
2023-04-21 19:08:44 +02:00
Richard Antalik
b21695a507 VSE: Add sound strip retiming support
This patch contains changes needed for retiming sound strips.

`BKE_sound_set_scene_sound_pitch()` is replaced by
`BKE_sound_set_scene_sound_pitch_constant_range()` which uses new
Audaspace interface to set pitch in bulk.
This is done in `SEQ_retiming_sound_animation_data_set()` where retimed
sections are created for each strip. When strip is inside of meta
strip(s), the retimed sections of meta and actual strip are split where
they intersect and pitch is multiplied where they overlap. Each section
will have pitch value that is provided to audaspace.

Waveform overlay now represents retimed audio accurately.

Ref: #100337

Pull Request: https://projects.blender.org/blender/blender/pulls/105072
2023-04-21 16:53:27 +02:00
Hans Goudey
bc338aac74 Cleanup: Avoid switch fallthrough, avoid copying bit span
Duplicating a few function calls makes this section easier to follow.
2023-04-21 08:43:18 -04:00